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The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

In: Information Systems and Neuroscience

Author

Listed:
  • Mario Passalacqua

    (HEC Montreal)

  • Pierre-Majorique Léger

    (HEC Montreal)

  • Sylvain Sénécal

    (HEC Montreal)

  • Marc Fredette

    (HEC Montreal)

  • Lennart E. Nacke

    (University of Waterloo, Stratford School of Interaction Design and Business)

  • Xinli Lin

    (JDA Software
    JDA Software)

  • Karine Grande

    (JDA Software
    JDA Software)

  • Nicolas Robitaille

    (JDA Software
    JDA Software)

  • Liza Ziemer

    (JDA Software
    JDA Software)

  • Tony Caprioli

    (JDA Software
    JDA Software)

Abstract

Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.

Suggested Citation

  • Mario Passalacqua & Pierre-Majorique Léger & Sylvain Sénécal & Marc Fredette & Lennart E. Nacke & Xinli Lin & Karine Grande & Nicolas Robitaille & Liza Ziemer & Tony Caprioli, 2019. "The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal," Lecture Notes in Information Systems and Organization, in: Fred D. Davis & René Riedl & Jan vom Brocke & Pierre-Majorique Léger & Adriane B. Randolph (ed.), Information Systems and Neuroscience, pages 187-194, Springer.
  • Handle: RePEc:spr:lnichp:978-3-030-01087-4_23
    DOI: 10.1007/978-3-030-01087-4_23
    as

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